DAILY POKÉMON CHALLENGE · GEN III

Daily Red · 2026-10-08

An independent fan game with Gen III battles powered by Pokémon Showdown. Practice before your daily attempt, swap one reserve and reveal two committed actions with Scout. New team at 00:00 UTC.

STREAK0days
DAILY WINS0wins
Oct 8, 2026 · ARCHIVEUNLIMITED · NO DAILY SCORE
Today's challenge
Lead with Jolteon.Keep this team, or choose another lead below.
Optional: one reserve swap & a bonus goal TACTICS
ONE TACTICAL SWAP

A different way up.

Trade Jolteon for one reserve. Same choices for everyone; no random rerolls.

Optional. You can keep the original six.

Choose a bonus goal.

Win first. Your goal adds a reward; it never changes damage or difficulty.

THE SUMMIT6 VS 6 · LEVEL 100
A NEW TEAM. THE SAME SUMMIT.
Choose your lead. Make this team yours.NO DOWNLOAD. NO LOGIN.
01

Choose your lead.

Select your lead
Speed control

Faster than most opponents. Absorbs Electric moves for healing.

ThunderboltThunder WaveShadow BallQuick Attack

Meet Red’s six.

Same opponent every day. Pikachu always starts.

Daily Red configuration · 2026-10-08 UTC

Rules: redline-gen3-v2-pkmn-0.10.11 · seed: redline-gen3-v2:2026-10-08 · new daily team at 00:00 UTC.

Dates before October 18, 2026 are date-seeded practice under these rules, not preserved original releases. This version keeps a fixed v2 configuration. Dates without a preserved original version are labeled as current-rules practice.

Starting six

Jolteon

Electric · Volt Absorb · Lum Berry

Thunderbolt · Thunder Wave · Shadow Ball · Quick Attack

Vaporeon

Water · Water Absorb · Leftovers

Surf · Ice Beam · Toxic · Protect

Heracross

Bug / Fighting · Guts · Lum Berry

Megahorn · Brick Break · Rock Slide · Swords Dance

Ampharos

Electric · Static · Leftovers

Thunderbolt · Thunder Wave · Light Screen · Fire Punch

Flygon

Ground / Dragon · Levitate · Lum Berry

Earthquake · Rock Slide · Fire Blast · Dragon Claw

Lapras

Water / Ice · Water Absorb · Leftovers

Surf · Ice Beam · Thunderbolt · Body Slam

Two reserve choices

Metagross

Steel / Psychic · Clear Body · Lum Berry

Meteor Mash · Earthquake · Rock Slide · Agility

Blaziken

Fire / Fighting · Blaze · Lum Berry

Flamethrower · Brick Break · Rock Slide · Swords Dance

Red’s six

Pikachu

Electric · Static · Light Ball

Thunderbolt · Quick Attack · Thunder Wave · Brick Break

Charizard

Fire / Flying · Blaze · Lum Berry

Flamethrower · Dragon Claw · Earthquake · Aerial Ace

Blastoise

Water · Torrent · Leftovers

Surf · Ice Beam · Toxic · Protect

Venusaur

Grass / Poison · Overgrow · Leftovers

Giga Drain · Sleep Powder · Leech Seed · Protect

Snorlax

Normal · Thick Fat · Leftovers

Body Slam · Shadow Ball · Earthquake · Rest

Espeon

Psychic · Synchronize · Lum Berry

Psychic · Calm Mind · Reflect · Morning Sun

Opening team · 2026-10-08 UTC

How to beat Red with this team

Compare your actual moves against Red’s six, then test an opening in practice. These are matchup suggestions, not a guaranteed winning sequence.

Consider Flygon

Earthquake: 474–558 HP (204–241% of remaining HP) against Pikachu. Faster at equal priority.

Enough for a knockout on a successful non-critical hit. Possible switch-in risk: Brick Break can deal 42–50 HP (13–16% of remaining HP). This is a possible move, not a prediction of Red’s queued action.

Consider Heracross

Megahorn: 372–438 HP (160–189% of remaining HP) against Pikachu. Slower at equal priority.

Enough for a knockout on a successful non-critical hit. Possible switch-in risk: Thunderbolt can deal 130–154 HP (40–48% of remaining HP). This is a possible move, not a prediction of Red’s queued action.

Damage calculation assumptions and limits

Damage uses the Gen III simulator: 85–100% rolls, no critical hits, on a successful hit. Current HP, boosts, items, abilities, weather and screens are included. Hypothetical entries apply entry abilities; later healing, secondary effects, protection, and Red’s intervening action can change the outcome. Multi-hit, self-destruct, Pursuit and status moves are not assigned numeric damage. Speed compares equal-priority attacks; statuses can prevent acting. Percentages use remaining HP.

Coverage worth keeping

  • Preserve Heracross: its Brick Break is your only computed hit guaranteed to remove at least half of Snorlax’s remaining HP on hit.
Jolteon · 292/292 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuThunderbolt113–134 HP (48–58% of remaining HP)100% · Faster at equal priority
CharizardThunderbolt275–324 HP (86–102% of remaining HP)100% · Faster at equal priority
BlastoiseThunderbolt234–276 HP (73–87% of remaining HP)100% · Faster at equal priority
VenusaurThunderbolt61–72 HP (18–23% of remaining HP)100% · Faster at equal priority
SnorlaxThunderbolt102–121 HP (21–26% of remaining HP)100% · Faster at equal priority
EspeonThunderbolt127–150 HP (43–52% of remaining HP)100% · Faster at equal priority
Vaporeon · 422/422 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuSurf207–244 HP (89–106% of remaining HP)100% · Slower at equal priority
CharizardSurf251–296 HP (78–94% of remaining HP)100% · Slower at equal priority
BlastoiseSurf53–63 HP (16–20% of remaining HP)100% · Slower at equal priority
VenusaurIce Beam149–176 HP (46–55% of remaining HP)100% · Slower at equal priority
SnorlaxSurf94–111 HP (19–24% of remaining HP)100% · Faster at equal priority
EspeonSurf115–136 HP (39–47% of remaining HP)100% · Slower at equal priority
Heracross · 322/322 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuMegahorn372–438 HP (160–189% of remaining HP)85% · Slower at equal priority
CharizardRock Slide343–404 HP (107–128% of remaining HP)90% · Slower at equal priority
BlastoiseMegahorn155–183 HP (48–58% of remaining HP)85% · Faster at equal priority
VenusaurMegahorn196–231 HP (60–72% of remaining HP)85% · Faster at equal priority
SnorlaxBrick Break292–344 HP (60–72% of remaining HP)100% · Faster at equal priority
EspeonMegahorn491–578 HP (168–198% of remaining HP)85% · Slower at equal priority
Ampharos · 342/342 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuFire Punch124–146 HP (53–63% of remaining HP)100% · Slower at equal priority
CharizardThunderbolt285–336 HP (89–106% of remaining HP)100% · Slower at equal priority
BlastoiseThunderbolt244–288 HP (76–90% of remaining HP)100% · Slower at equal priority
VenusaurFire Punch134–158 HP (41–50% of remaining HP)100% · Slower at equal priority
SnorlaxThunderbolt107–126 HP (22–27% of remaining HP)100% · Faster at equal priority
EspeonThunderbolt130–154 HP (44–53% of remaining HP)100% · Slower at equal priority
Flygon · 322/322 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuEarthquake474–558 HP (204–241% of remaining HP)100% · Faster at equal priority
CharizardRock Slide265–312 HP (83–99% of remaining HP)90% · Speed tie
BlastoiseEarthquake99–117 HP (30–37% of remaining HP)100% · Faster at equal priority
VenusaurFire Blast147–174 HP (45–55% of remaining HP)85% · Faster at equal priority
SnorlaxEarthquake148–175 HP (30–37% of remaining HP)100% · Faster at equal priority
EspeonEarthquake156–184 HP (53–64% of remaining HP)100% · Slower at equal priority
Lapras · 422/422 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuSurf187–220 HP (80–95% of remaining HP)100% · Slower at equal priority
CharizardSurf226–266 HP (71–84% of remaining HP)100% · Slower at equal priority
BlastoiseThunderbolt129–152 HP (40–48% of remaining HP)100% · Slower at equal priority
VenusaurIce Beam200–236 HP (62–74% of remaining HP)100% · Slower at equal priority
SnorlaxSurf85–100 HP (17–21% of remaining HP)100% · Faster at equal priority
EspeonSurf104–123 HP (35–43% of remaining HP)100% · Slower at equal priority

What the reserves offer

  • Metagross replaces Jolteon: a non-critical hit can remove at least half of Pikachu, Charizard, Venusaur, Espeon opening HP. Compare what the replaced ally covers before swapping.
  • Blaziken replaces Jolteon: a non-critical hit can remove at least half of Pikachu, Charizard, Venusaur, Snorlax opening HP. Compare what the replaced ally covers before swapping.
Practice this team from the opening

Changing a lead or reserve changes the opening. Scout reveals the committed action only after you use it. No calculation spends PP, Scout uses or a battle turn.

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